Thursday, August 18, 2011

Late Review: Donkey Kong Country Returns

I received Donkey Kong Country Returns last year as a Christmas gift. For those of you who don't know, the original Donkey Kong Country was released on November 21st, 1994 for the SNES - nearly seventeen years ago. Donkey Kong Country Returns was released exactly sixteen years after the original, on November 21st, 2010. I spent many hours playing the original three entries to the series, and I have to say, it was time well spent. Unfortunately, I did not open Donkey Kong Country Returns until just last week, as my gaming library was a bit jammed up over the past half year. Because of that, this review is coming a bit late, but nonetheless, here it is: a review on the latest entry to the legendary Donkey Kong Country series.

Spoiler Level:
-No Storyline Spoilers
-Contains Additional/Unlockable Game Mode Spoilers

Basic Information:

Platforms: Wii
Publisher: Nintendo
Rating: E
Release Dates: November 21st, 2010 (NA), December 9th, 2010 (JP)

Storyline

The Donkey Kong Country series has never been known for deep and twist-filled storylines, and DKCR fits this mold as well. The premise is simple: Donkey Kong and Diddy's banana hoard is stolen by a group of evil, hypnotic tiki statues. The two heroes must not only pursue the tikis to reclaim their bananas, but also fight through a vast array of hypnotized island creatures to do so. So really, the storyline does not offer much to the game - but keep in mind that while the entire series lacks in storyline, it more than makes up for it in it's perfectly smooth gameplay and its imaginative level design, factors that DKCR has not lost.

Gameplay

DKCR follows the tradition of the SNES Donkey Kong Country entries and maintains a sidescrolling style of play. The player takes control of Donkey Kong, and must maneuver through varying environments in different ways, including running, jumping, mine carting, flying a rocket ship, riding a rhinoceros and more. With eight worlds possessing several levels, the amount of content is quite hefty, and with it brings a blast of nostalgia and many changes.

The most interesting way in which the gameplay has changed from previous games is how Diddy is utilized - the small monkey no longer provides only a "hit buffer", but now serves Donkey Kong with his jet pack, offering a small boost at the end of his jumps (similar to the hover Yoshi possesses, or the wing flap Kazooie offers in Banjo Kazooie). In single player, Diddy is never actually "controllable" outside of jetpack boosts - the player only controls Donkey Kong. In multiplayer mode, each hero is controllable, with players being able to combine forces to do jet pack boosts when needed.

Another major change to the gameplay is the amount of hits the player can take before dying. Donkey Kong now possesses two "hearts", which are depleted when hit, and can be replenished by finding appropriate items. When a DK Barrel is smashed to unleash Diddy Kong, the number of hearts is increased to four (if the four hearts are brought down to two, Diddy flees). With several levels not possessing DK Barrels at all, the two hearts per hero system is much needed - especially with the difficulty the game puts forward.

The difficulty is not much different from that present in the previous entries, which means it is quite difficult. Many have called the game "cheap" in its methods of obstructing progress, but considering how watered down many games are nowadays, it can likely be attributed to a lack of video game reflexes (or a surplus of boohoo crybabyness). Perfect jumps and dodges are required with split second timing in order to finish this game, so needless to say, players will likely die quite often. However, with the autosave feature, a countless amount of extra lives available, and the inclusion of a super guide, it's hardly an issue.

Hardcore players can still avoid the super guide that appears after eight deaths in a level, which offers to play through a portion of the level for the player, with no worries - while the game is difficult, nothing comes across as overwhelming, and can be overcome with practice. Besides, if you wish to collect all collectables, the Super Guide cannot be used - the player must collect them by him or herself.

A Time Trial mode also exists in which the player must reach the goal or defeat a boss within a certain time frame in order to be awarded with a gold, silver, or bronze medal. The mode offers a twist on the normal gameplay, forcing players to play with speed in addition to their usual precision. Though not required to be played at all to finish the game, completionists might be haunted by this mode.

And finally, to my disappointment, many of the series staple characters, including Funky, Candy, Dixie, and company do not make appearances. Cranky Kong still appears as a shop owner, providing the heroes with lives, and several other items. Banana Coins serve as currency, and are rather generously spread throughout the levels.

Controls

The controls the game utilizes are quite fluid and easy to adjust to, which is a huge necessity in a game that requires perfect maneuverability such as this one. Like many Wii games, DKCR can use the remote or the remote with nunchuk - I personally found more success with the remote-nunchuk combination. Motion controls are involved to an extent, used in actions such as the ground pound, rolling forward, and blowing air. While I did experience some issues with the motion controls not registering to perform rolls at critical times, the issue was not prevalent enough to annoy me to a large extent. Overall, nobody should have too much trouble with any aspect of the controls.

Graphics and Music

The Donkey Kong Country games for the SNES had some of the most beautiful graphics and sounds that graced that particular console. DKCR does no less for the Wii, bringing a much upgraded and more vibrant look. If the games visual side had to be described in one word, it would be colourful. The fantastic environments stand out, making it a pleasure to navigate DK through them. For a game that was not meant to be realistic, Nintendo certainly did a good job with the graphics.

As for the music within the game, it serves to slap you with the nostalgia stick. You're quickly bombarded with upgraded versions of the songs that were used in the original DKC games, bringing that child within you back to life just a bit. I fear that this generation's gamer may miss out on how it feels to have the blast from the past that is this music - I honestly feel like an old man writing this. Nostalgia aside, the music still gets the work done, matching the varying environments and atmospheres, all while being great in quality. Everything was pulled off very well.

Bonus Content and Unlockables

The game features a wide variety of bonus content and unlockables. Including music galleries, photo galleries, a diorama collection, secret levels, and unlockable game modes, the game has plenty to offer on the "bonus" side of things. Of course, players won't gain access to these things easily. Tasks required to unlock things include, but are not limited to, collecting all puzzle pieces within each level, collecting all KONG letters in each level, and finishing every secret level. For those of you who enjoy concept art and the like, this is your type of game.

One interesting thing about hidden items throughout levels in this newest incarnation of DKC is the reinvention of Squawk, the lovable parrot friend of DK and the gang. Squawk can now be bought from Cranky's store, and can be used to help DK and Diddy seek out hidden puzzle pieces, severely damaging the difficulty the game presents in its bonus features. While hardcore gamers may be appalled by this addition, we should just face facts: it's not different from using a guide. If you don't want to use Squawk, don't use it - it's as simple as that.

The game features an unlockable game mode known as Mirror Mode. Mirror Mode mirrors all stages, eliminates the use of Diddy, and brings DK's heart count down to one. At first I was pretty skeptical towards this idea - it seemed like a cop out used by Nintendo to lengthen the game experience through "lazy" means. However, since actually trying Mirror Mode, I find myself enthralled in a whole new experience that differs severely from it's original gameplay. It's truly bringing the hardcore player out of me again with the massive difficulty spike, and I'm thankful for the sense of satisfaction the mode is giving me with each completion of a level.

Conclusion

Donkey Kong Country Returns brought me back to my childhood where I spent countless hours playing the games on my SNES. I felt as if I had to readjust myself to this style of gaming that I had forgotten over each console generation, which was a welcomed process. Many games that attempt to recapture past glory fall flat, and never succeed, the DKCR managed to shine where so many others have failed. The game does its legendary series justice, and whether you've played the previous installments or not, you'd be crazy not to give this game a shot. Do yourself a favor - despite being nearly a year old, go buy this now if you haven't already.

Pros
-Smooth, fluid gameplay that changes with each level keeps players on their toes.
-Nearly flawless controls.
-Beautiful graphics and colourful environments.
-Nostalgic sounds and music.
-Wide variety of bonus content, secret levels, and game modes.
-Efficient multiplayer.
-Great innovation on past ideas.

Cons
-Occasional issues with motion controls, but not anywhere near crippling.
-Lack of DKC series cast regulars leaves some disappointment.
-Inclusion of Squawk and Super Guide may leave some elitist players upset.

Final Score: 9.5/10

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